userBill Bcancel
branchrust_reboot/maincancel
4 Days Ago
Fix hot air balloon collider being present even when the balloon is not inflated
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5 Days Ago
Stop the ridable horse's saddle from complaining that it can't switch parent to the ragdoll when the horse dies. It doesn't seem to need to switch, so I'm letting it be destroyed silently with an override - same as existing behaviour, but without the logging. Fixes "SwitchedParent Missed horse.corpse" server log spam.
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7 Days Ago
A couple of minor edits to the new carstats var
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7 Days Ago
Added carstats console var
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11 Days Ago
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
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12 Days Ago
Move RemoveInvalidEntities to a safer spot
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12 Days Ago
Reduce car collision damage to players a bit
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12 Days Ago
Increased armoured cockpit max HP from 500 to 700
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12 Days Ago
Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
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12 Days Ago
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
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12 Days Ago
Added simple debug util timing functions
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12 Days Ago
Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
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13 Days Ago
Removed cases where I was doing specific mutable state checks in trigger InterestedInObject calls, not realising that InterestedInObject is also checked to see if we should allow a collider to detect that it LEFT a trigger. Fixes spawning a car on top of yourself and then noclipping out of it causing the game to consider you still in the triggers.
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13 Days Ago
Reduced average collision damage a bit re staging user complaints
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13 Days Ago
Fixed broken physics behaviour on the most important object in Rust: ball.entity
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13 Days Ago
Adjust car steering lerp values
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13 Days Ago
Fixed steering right being slower than steering left
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13 Days Ago
Improvements for flatbed parent triggers
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14 Days Ago
Fix BasePlayer movement references on the server in TriggerPlayerForce and TriggerMount. Moved BasePlayer vars that aren't used on the server at all into BasePlayer-Client, so this mistake is now prevented from being made again.
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14 Days Ago
Update TriggerMount to retry in more situations
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14 Days Ago
Merge the latest modular car fixes -> Main
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14 Days Ago
Code review: Use PivotPoint() instead of getting the position directly
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14 Days Ago
Remove TriggerPlayerForce on the chassis for now until I fix it properly tomorrow
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15 Days Ago
Let the car chassis push and hurt triggers stay always on, since there are various situations where players may end up inside a vehicle - not all of them a case where the vehicle is on or even moving (e.g. Spawning as a sleeper underneath one after loading a save).
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15 Days Ago
Fix potential issues with TriggerHurtNotChild detection. Better handling mounted or parented players with modular cars.
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15 Days Ago
Modular car code review changes complete. Merging to Main.
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18 Days Ago
One more change to repel trigger
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18 Days Ago
Fix more settings on RepelTrigger
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18 Days Ago
Fix repel trigger IgnoreMounted setting
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18 Days Ago
Add entity validity check to TriggerMount
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18 Days Ago
Merge new mount trigger used in modular car seating. Revert #52369. Simplify TriggerHurtNotChild.
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18 Days Ago
Increased car protection vs basic damage types (blunt/slash/stab)
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18 Days Ago
Fixed car push not working at extreme, low angles
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18 Days Ago
Fixed vehicle lift UI not showing all repair components
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18 Days Ago
Further increase engine internal item health
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18 Days Ago
Increased car fuel consumption
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18 Days Ago
Try a naive fix for the LightEx NRE errors
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18 Days Ago
Properly fix NRE in VehicleEditingPanel
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19 Days Ago
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
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19 Days Ago
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
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19 Days Ago
Adding some temporary error detection to try and catch a wild NRE
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19 Days Ago
Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
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19 Days Ago
Taking a guess at fixing VehicleEditingPanel NRE
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19 Days Ago
Cancel chassis destroy timer if a module is added during the countdown
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19 Days Ago
Edit large flatbed name to be different from the small one
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19 Days Ago
Compile fix again
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19 Days Ago
Fix compile
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19 Days Ago
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
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19 Days Ago
Replace central locking placeholder with final version
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20 Days Ago
Adjust module world colliders - smoother on ramps etc.
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20 Days Ago
Replace colliders on the other version of powerline_pole_a as well
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20 Days Ago
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
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20 Days Ago
Move car module visuals that were on the Vehicle Detailed layer to the Default layer
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20 Days Ago
Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.
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20 Days Ago
Merge car central locking changes -> Main. New central locking system prevents players without a key from mounting a lockable car, but a driver can unlock the doors if desired once inside. Placeholder graphics for now. Protocol++.
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21 Days Ago
▅▉▅▅▋▆ ▍▊▋▄▋▉ ▋██▍▉█▌
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21 Days Ago
Prevent players without key/lock authorisation from pushing cars that are in safe zones
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22 Days Ago
Put a time limit on the failed start tooltip
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22 Days Ago
Finish removing client dismount code from #51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
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22 Days Ago
Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
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22 Days Ago
Update layer list in Defines to match the new vehicle layers
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25 Days Ago
Prevent Unity complaining that "Kinematic body only supports Speculative Continuous collision detection" every time any player enters a vehicle
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25 Days Ago
Remove unused vehicle lootpanel
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25 Days Ago
Merge car lock changes: It's now the driver's seat (door) that's locked out entirely, rather than just the ignition.
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25 Days Ago
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25 Days Ago
Adjust protection values on modular cars. In particular more blunt protection
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25 Days Ago
Merge from Vehicles -> Main, Thai's model fixes
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26 Days Ago
Compile fix
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26 Days Ago
Added support for left/right foot IK mount points per vehicle seat, and set some car seats to use an alternative foot position when the passenger has less legroom.
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26 Days Ago
~Fix MountPointInfo comment - it's local pos, not world
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26 Days Ago
Fix issues with interactions and car locks
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26 Days Ago
Assign the 2module fuel tank item as the sourceItem for the fuel tank's sub-entity. Lets it inherit a proper display name when its inputs are looked at with the hose tool
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26 Days Ago
Fixed player hurt triggers not removing entities correctly, causing phantom damage in the future
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26 Days Ago
Set up the new passenger mount pose for modular cars
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26 Days Ago
Fix "Calling kill but already IsDestroyed" warning on loading save
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26 Days Ago
Fix engine state not being set correctly on loading saves
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26 Days Ago
Remove car damage logs
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26 Days Ago
Merge from Vehicles -> Main. Ice lake collider updates + Jarryd's WakeNearbyRigidbodies edit
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27 Days Ago
Fix steering lerp bug that was messing with steering at high speeds. A couple of other high-speed adjustments.
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27 Days Ago
Added carsdropiloot convar, can be set to false to stop modular cars dropping storage items on death
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27 Days Ago
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
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27 Days Ago
Scale chassis propagation damage total with module count
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27 Days Ago
Propagate chassis hits to damage attached modules
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27 Days Ago
Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
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28 Days Ago
Move carwrecks var
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28 Days Ago
Added 'carwrecks' var. Setting to false makes modular cars gib right away, bypassing the "wrecked" state.
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28 Days Ago
Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
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29 Days Ago
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
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34 Days Ago
Adjust car steering speed, max speed
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35 Days Ago
Stop the BigWheelGame throwing errors on listen server: Remove client-side terminals from the server-side terminal list.
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35 Days Ago
Merge camera culling change from Vehicles -> Main
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2 Months Ago
Fix gas station fridge door: - Fix LOD levels 1 and 2 not matching LOD 0 Y angle - Add missing collider
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3 Months Ago
Fix minicopter using the HotAirBalloon outsidedecayminutes value instead of its own. As a side effect, increases minicopter decay time from 180 minutes to the intended 240 minutes.
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3 Months Ago
Changes to PlayerAnimation to fix players attempting to swim while mounted: - Only transition to Swim if Posing is false. - Transition away from Swim if Posing goes to true.
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3 Months Ago
Fixed vehicles with wheel colliders (minicopter, scrap transport heli) not being able to drive or fly into the Launch Site lowered area. TerrainCollisionProxy scripts added to select colliders on the vehicles, and Terrain Triggers on Launch Site raised by around 2m to catch colliders above the wheels. Also modified TerrainCollisionProxy to be server-only.
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3 Months Ago
Fix compile.
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3 Months Ago
Port the vehicles branch version of NearMountPoint to Main. Fixes flickering mount option on listen server.
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3 Months Ago
Commit missing CraggyIsland.Easter.unity.meta file
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3 Months Ago
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.
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5 Months Ago
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